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|
/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the QtQml module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** This file may be used under the terms of the GNU Lesser General Public
** License version 2.1 as published by the Free Software Foundation and
** appearing in the file LICENSE.LGPL included in the packaging of this
** file. Please review the following information to ensure the GNU Lesser
** General Public License version 2.1 requirements will be met:
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of this
** file. Please review the following information to ensure the GNU General
** Public License version 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qquickwindowmanager_p.h"
#include "qquickthreadedwindowmanager_p.h"
#include <QtCore/QTime>
#include <QtGui/QOpenGLContext>
#include <QtGui/private/qguiapplication_p.h>
#include <qpa/qplatformintegration.h>
#include <QtQml/private/qqmlglobal_p.h>
#include <QtQuick/QQuickWindow>
#include <QtQuick/private/qquickwindow_p.h>
QT_BEGIN_NAMESPACE
//#define THREAD_DEBUG
extern Q_GUI_EXPORT QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha);
const QEvent::Type QEvent_Sync = QEvent::Type(QEvent::User);
const QEvent::Type QEvent_DeferredUpdate = QEvent::Type(QEvent::User + 1);
#define QQUICK_RENDER_TIMING
#ifdef QQUICK_RENDER_TIMING
DEFINE_BOOL_CONFIG_OPTION(qquick_render_timing, QML_RENDER_TIMING)
static QTime threadTimer;
static int syncTime;
static int renderTime;
static int swapTime;
#endif
/*
Threaded Rendering
==================
The threaded rendering uses a number of different variables to track potential
states used to handle resizing, initial paint, grabbing and driving animations
while ALWAYS keeping the GL context in the rendering thread and keeping the
overhead of normal one-shot paints and vblank driven animations at a minimum.
Resize, initial show and grab suffer slightly in this model as they are locked
to the rendering in the rendering thread, but this is a necessary evil for
the system to work.
Variables that are used:
Private::animationRunning: This is true while the animations are running, and only
written to inside locks.
RenderThread::isGuiLocked: This is used to indicate that the GUI thread owns the
lock. This variable is an integer to allow for recursive calls to lockInGui()
without using a recursive mutex. See isPostingSyncEvent.
RenderThread::isPostingSyncEvent: This variable is set in the render thread just
before the sync event is sent to the GUI thread. It is used to avoid deadlocks
in the case where render thread waits while waiting for GUI to pick up the sync
event and GUI thread gets a resizeEvent, the initial paintEvent or a grab.
When this happens, we use the
exhaustSyncEvent() function to do the sync right there and mark the coming
sync event to be discarded. There can only ever be one sync incoming.
RenderThread::isRenderBlock: This variable is true when animations are not
running and the render thread has gone to sleep, waiting for more to do.
RenderThread::isExternalUpdatePending: This variable is set to false when
a new render pass is started and to true in maybeUpdate(). It is an
indication to the render thread that another render pass needs to take
place, rather than the render thread going to sleep after completing its swap.
RenderThread::doGrab: This variable is set by the grab() function and
tells the renderer to do a grab after rendering is complete and before
swapping happens.
RenderThread::shouldExit: This variable is used to determine if the render
thread should do a nother pass. It is typically set as a result of show()
and unset as a result of hide() or during shutdown()
RenderThread::hasExited: Used by the GUI thread to synchronize the shutdown
after shouldExit has been set to true.
*/
void QQuickRenderThreadSingleContextWindowManager::initialize()
{
Q_ASSERT(m_rendered_windows.size());
QQuickWindow *win = masterWindow();
if (!win)
return;
gl = new QOpenGLContext();
// Pick up the surface format from one of them
gl->setFormat(win->requestedFormat());
gl->create();
if (!gl->makeCurrent(win))
qWarning("QQuickWindow: makeCurrent() failed...");
Q_ASSERT(!sg->isReady());
sg->initialize(gl);
}
/*!
This function is called when the window is created to register the window with
the window manager.
Called on GUI Thread.
*/
void QQuickRenderThreadSingleContextWindowManager::show(QQuickWindow *window)
{
#ifdef THREAD_DEBUG
printf("GUI: Window added to windowing system, %p, %dx%d\n", window, window->width(), window->height());
#endif
WindowTracker tracker;
tracker.window = window;
tracker.isVisible = false;
tracker.toBeRemoved = false;
m_tracked_windows << tracker;
connect(window, SIGNAL(widthChanged(int)), this, SLOT(windowVisibilityChanged()), Qt::DirectConnection);
connect(window, SIGNAL(heightChanged(int)), this, SLOT(windowVisibilityChanged()), Qt::DirectConnection);
windowVisibilityChanged();
}
void QQuickRenderThreadSingleContextWindowManager::handleAddedWindow(QQuickWindow *window)
{
#ifdef THREAD_DEBUG
printf(" RenderThread: adding window: %p\n", window);
#endif
WindowData *data = new WindowData;
data->sizeWasChanged = false;
data->windowSize = window->size();
data->isVisible = window->isVisible();
m_rendered_windows[window] = data;
isExternalUpdatePending = true;
}
/*!
Called on Render Thread
*/
void QQuickRenderThreadSingleContextWindowManager::handleAddedWindows()
{
#ifdef THREAD_DEBUG
printf(" RenderThread: about to add %d\n", m_added_windows.size());
#endif
while (m_added_windows.size()) {
QQuickWindow *window = m_added_windows.takeLast();
handleAddedWindow(window);
}
}
/*!
Called on the GUI Thread, from the window' destructor
*/
void QQuickRenderThreadSingleContextWindowManager::windowDestroyed(QQuickWindow *window)
{
#ifdef THREAD_DEBUG
printf("GUI: Window destroyed: %p\n", window);
#endif
hide(window);
}
/*!
Called on GUI Thread
*/
void QQuickRenderThreadSingleContextWindowManager::hide(QQuickWindow *window)
{
#ifdef THREAD_DEBUG
printf("GUI: Window hidden: %p\n", window);
#endif
int position = -1;
for (int i=0; i<m_tracked_windows.size(); ++i) {
if (m_tracked_windows.at(i).window == window) {
m_tracked_windows[i].toBeRemoved = true;
position = i;
break;
}
}
if (position >= 0) {
disconnect(window, SIGNAL(widthChanged(int)), this, SLOT(windowVisibilityChanged()));
disconnect(window, SIGNAL(heightChanged(int)), this, SLOT(windowVisibilityChanged()));
windowVisibilityChanged();
m_tracked_windows.removeAt(position);
}
#ifdef THREAD_DEBUG
printf("GUI: Window removal completed... %p\n", window);
#endif
}
/*!
Called on Render Thread
*/
void QQuickRenderThreadSingleContextWindowManager::handleRemovedWindows(bool clearGLContext)
{
#ifdef THREAD_DEBUG
printf(" RenderThread: about to remove %d\n", m_removed_windows.size());
#endif
bool removedAnything = false;
while (m_removed_windows.size()) {
QQuickWindow *window = m_removed_windows.takeLast();
#ifdef THREAD_DEBUG
printf(" RenderThread: removing %p\n", window);
#endif
QQuickWindowPrivate::get(window)->cleanupNodesOnShutdown();
delete m_rendered_windows.take(window);
removedAnything = true;
}
// If a window is removed because it has been hidden it will take with it
// the gl context (at least on Mac) if bound, so disconnect the gl context
// from anything
if (removedAnything && clearGLContext)
gl->doneCurrent();
}
/*!
Called on GUI Thread
*/
void QQuickRenderThreadSingleContextWindowManager::windowVisibilityChanged()
{
bool anyoneShowing = false;
QList<QQuickWindow *> toAdd, toRemove;
// Not optimal, but also not frequently used...
for (int i=0; i<m_tracked_windows.size(); ++i) {
WindowTracker &t = const_cast<WindowTracker &>(m_tracked_windows.at(i));
QQuickWindow *win = t.window;
Q_ASSERT(win->isVisible() || QQuickWindowPrivate::get(win)->renderWithoutShowing || t.toBeRemoved);
bool windowVisible = win->width() > 0 && win->height() > 0;
anyoneShowing |= (windowVisible && !t.toBeRemoved);
if ((!windowVisible && t.isVisible) || t.toBeRemoved) {
toRemove << win;
} else if (windowVisible && !t.isVisible) {
toAdd << win;
}
t.isVisible = windowVisible;
}
if (isRunning()) {
if (!anyoneShowing) {
stopRendering();
} else {
lockInGui();
exhaustSyncEvent();
m_added_windows << toAdd;
m_removed_windows << toRemove;
while (isRunning() && (m_added_windows.size() || m_removed_windows.size())) {
if (isRenderBlocked)
wake();
wait();
}
unlockInGui();
}
} else if (anyoneShowing) {
Q_ASSERT(toRemove.isEmpty()); // since loop is not running, nothing is showing now
for (int i=0; i<toAdd.size(); ++i)
handleAddedWindow(toAdd.at(i));
startRendering();
}
}
void QQuickRenderThreadSingleContextWindowManager::run()
{
#ifdef THREAD_DEBUG
printf("QML Rendering Thread Started\n");
#endif
lock();
Q_ASSERT(!gl);
initialize();
// Wake GUI as it is waiting for the GL context to have appeared, as
// an indication that the render thread is now running.
wake();
unlock();
if (!gl)
return;
while (!shouldExit) {
lock();
#ifdef THREAD_DEBUG
printf(" RenderThread: *** NEW FRAME ***\n");
#endif
isExternalUpdatePending = false;
handleAddedWindows();
if (!isGuiLocked) {
isPostingSyncEvent = true;
#ifdef THREAD_DEBUG
printf(" RenderThread: acquired sync lock...\n");
#endif
QCoreApplication::postEvent(this, new QEvent(QEvent_Sync));
#ifdef THREAD_DEBUG
printf(" RenderThread: going to sleep...\n");
#endif
wake(); // In case the event got through all the way to wait() before this thread got to wait.
wait();
isPostingSyncEvent = false;
}
#ifdef THREAD_DEBUG
printf(" RenderThread: Doing locked sync\n");
#endif
#ifdef QQUICK_RENDER_TIMING
if (qquick_render_timing())
threadTimer.start();
#endif
inSync = true;
for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
it != m_rendered_windows.constEnd(); ++it) {
QQuickWindow *window = it.key();
#ifdef THREAD_DEBUG
printf(" RenderThread: Syncing window: %p\n", window);
#endif
WindowData *windowData = it.value();
QQuickWindowPrivate *windowPrivate = QQuickWindowPrivate::get(window);
Q_ASSERT(windowData->windowSize.width() > 0 && windowData->windowSize.height() > 0);
if (!windowData->isVisible)
gl->makeCurrent(masterWindow());
else
gl->makeCurrent(window);
if (windowData->viewportSize != windowData->windowSize) {
#ifdef THREAD_DEBUG
printf(" RenderThread: --- window has changed size...\n");
#endif
windowData->viewportSize = windowData->windowSize;
windowData->sizeWasChanged = true;
glViewport(0, 0, windowData->viewportSize.width(), windowData->viewportSize.height());
}
windowPrivate->syncSceneGraph();
}
inSync = false;
// Wake GUI after sync to let it continue animating and event processing.
wake();
unlock();
#ifdef THREAD_DEBUG
printf(" RenderThread: sync done\n");
#endif
#ifdef QQUICK_RENDER_TIMING
if (qquick_render_timing())
syncTime = threadTimer.elapsed();
#endif
for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
it != m_rendered_windows.constEnd(); ++it) {
QQuickWindow *window = it.key();
WindowData *windowData = it.value();
QQuickWindowPrivate *windowPrivate = QQuickWindowPrivate::get(window);
#ifdef THREAD_DEBUG
printf(" RenderThread: Rendering window %p\n", window);
#endif
Q_ASSERT(windowData->windowSize.width() > 0 && windowData->windowSize.height() > 0);
#ifdef THREAD_DEBUG
printf(" RenderThread: --- rendering at size %dx%d\n",
windowData->viewportSize.width(), windowData->viewportSize.height()
);
#endif
// We only need to re-makeCurrent when we have multiple surfaces.
if (m_rendered_windows.size() > 1)
gl->makeCurrent(window);
windowPrivate->renderSceneGraph(windowData->viewportSize);
#ifdef QQUICK_RENDER_TIMING
if (qquick_render_timing())
renderTime = threadTimer.elapsed() - syncTime;
#endif
// The content of the target buffer is undefined after swap() so grab needs
// to happen before swap();
if (window == windowToGrab) {
#ifdef THREAD_DEBUG
printf(" RenderThread: --- grabbing...\n");
#endif
grabContent = qt_gl_read_framebuffer(windowData->windowSize, false, false);
windowToGrab = 0;
}
#ifdef THREAD_DEBUG
printf(" RenderThread: --- wait for swap...\n");
#endif
if (windowData->isVisible && window->isExposed())
gl->swapBuffers(window);
windowPrivate->fireFrameSwapped();
#ifdef THREAD_DEBUG
printf(" RenderThread: --- swap complete...\n");
#endif
}
#ifdef QQUICK_RENDER_TIMING
if (qquick_render_timing()) {
static QTime lastFrameTime = QTime::currentTime();
swapTime = threadTimer.elapsed() - renderTime - syncTime;
qDebug() << "- Breakdown of frame time; sync:" << syncTime
<< "ms render:" << renderTime << "ms swap:" << swapTime
<< "ms total:" << swapTime + renderTime + syncTime
<< "ms time since last frame:" << (lastFrameTime.msecsTo(QTime::currentTime()))
<< "ms";
lastFrameTime = QTime::currentTime();
}
#endif
lock();
handleRemovedWindows();
// Update sizes...
for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
it != m_rendered_windows.constEnd(); ++it) {
WindowData *windowData = it.value();
if (windowData->sizeWasChanged) {
windowData->renderedSize = windowData->viewportSize;
windowData->sizeWasChanged = false;
}
}
// Wake the GUI thread now that rendering is complete, to signal that painting
// is done, resizing is done or grabbing is completed. For grabbing, we're
// signalling this much later than needed (we could have done it before swap)
// but we don't want to lock an extra time.
wake();
if (!animationRunning && !isExternalUpdatePending && !shouldExit && !windowToGrab) {
#ifdef THREAD_DEBUG
printf(" RenderThread: nothing to do, going to sleep...\n");
#endif
isRenderBlocked = true;
wait();
isRenderBlocked = false;
}
unlock();
QCoreApplication::processEvents();
// Process any "deleteLater" objects...
QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
}
#ifdef THREAD_DEBUG
printf(" RenderThread: deleting all outstanding nodes\n");
#endif
m_removed_windows << m_rendered_windows.keys();
handleRemovedWindows(false);
sg->invalidate();
gl->doneCurrent();
delete gl;
gl = 0;
#ifdef THREAD_DEBUG
printf(" RenderThread: render loop exited... Good Night!\n");
#endif
lock();
hasExited = true;
#ifdef THREAD_DEBUG
printf(" RenderThread: waking GUI for final sleep..\n");
#endif
wake();
unlock();
#ifdef THREAD_DEBUG
printf(" RenderThread: All done...\n");
#endif
}
bool QQuickRenderThreadSingleContextWindowManager::event(QEvent *e)
{
Q_ASSERT(QThread::currentThread() == qApp->thread());
if (e->type() == QEvent_Sync) {
// If all windowes have been hidden, ignore the event
if (!isRunning())
return true;
if (!syncAlreadyHappened)
sync(false);
syncAlreadyHappened = false;
if (animationRunning) {
#ifdef THREAD_DEBUG
printf("GUI: Advancing animations...\n");
#endif
animDriver->advance();
#ifdef THREAD_DEBUG
printf("GUI: Animations advanced...\n");
#endif
}
return true;
} else if (e->type() == QEvent_DeferredUpdate) {
handleDeferredUpdate();
} else if (e->type() == QEvent::Timer) {
#ifdef THREAD_DEBUG
printf("GUI: Animations advanced via timer...\n");
#endif
animDriver->advance();
}
return QThread::event(e);
}
void QQuickRenderThreadSingleContextWindowManager::exhaustSyncEvent()
{
if (isPostingSyncEvent) {
sync(true);
syncAlreadyHappened = true;
}
}
void QQuickRenderThreadSingleContextWindowManager::sync(bool guiAlreadyLocked)
{
#ifdef THREAD_DEBUG
printf("GUI: sync - %s\n", guiAlreadyLocked ? "outside event" : "inside event");
#endif
if (!guiAlreadyLocked)
lockInGui();
for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
it != m_rendered_windows.constEnd(); ++it) {
QQuickWindowPrivate::get(it.key())->polishItems();
}
wake();
wait();
if (!guiAlreadyLocked)
unlockInGui();
}
/*!
Acquires the mutex for the GUI thread. The function uses the isGuiLocked
variable to keep track of how many recursion levels the gui is locked with.
We only actually acquire the mutex for the first level to avoid deadlocking
ourselves.
*/
void QQuickRenderThreadSingleContextWindowManager::lockInGui()
{
if (++isGuiLocked == 1)
lock();
#ifdef THREAD_DEBUG
printf("GUI: acquired lock... level=%d\n", isGuiLocked);
#endif
}
void QQuickRenderThreadSingleContextWindowManager::unlockInGui()
{
#ifdef THREAD_DEBUG
printf("GUI: releasing lock... level=%d\n", isGuiLocked);
#endif
if (--isGuiLocked == 0)
unlock();
}
void QQuickRenderThreadSingleContextWindowManager::animationStarted()
{
#ifdef THREAD_DEBUG
printf("GUI: animationStarted()\n");
#endif
if (!isRunning()) {
animationTimer = startTimer(1000/60);
return;
}
lockInGui();
animationRunning = true;
if (isRenderBlocked)
wake();
unlockInGui();
}
void QQuickRenderThreadSingleContextWindowManager::animationStopped()
{
#ifdef THREAD_DEBUG
printf("GUI: animationStopped()...\n");
#endif
if (!isRunning()) {
killTimer(animationTimer);
animationTimer = -1;
return;
}
lockInGui();
animationRunning = false;
unlockInGui();
}
void QQuickRenderThreadSingleContextWindowManager::exposureChanged(QQuickWindow *window)
{
Q_UNUSED(window);
#ifdef THREAD_DEBUG
printf("GUI: exposure changed: %p\n", window);
#endif
if (window->isExposed())
maybeUpdate(window);
#ifdef THREAD_DEBUG
printf("GUI: exposure changed done: %p\n", window);
#endif
}
void QQuickRenderThreadSingleContextWindowManager::resize(QQuickWindow *window, const QSize &size)
{
#ifdef THREAD_DEBUG
printf("GUI: Resize Event: %p = %dx%d\n", window, size.width(), size.height());
#endif
// If the rendering thread is not running we do not need to do anything.
// Also if the window is being resized to an invalid size, it will be removed
// by the windowVisibilityChanged slot as result of width/heightcChanged()
if (!isRunning() || size.width() <= 0 || size.height() <= 0)
return;
lockInGui();
exhaustSyncEvent();
WindowData *windowData = m_rendered_windows.value(window);
if (windowData) {
windowData->windowSize = size;
while (isRunning() && windowData->renderedSize != size && size.width() > 0 && size.height() > 0) {
if (isRenderBlocked)
wake();
wait();
}
}
unlockInGui();
#ifdef THREAD_DEBUG
printf("GUI: Resize done: %p\n", window);
#endif
}
void QQuickRenderThreadSingleContextWindowManager::startRendering()
{
#ifdef THREAD_DEBUG
printf("GUI: Starting Render Thread\n");
#endif
hasExited = false;
shouldExit = false;
isGuiLocked = 0;
isPostingSyncEvent = false;
syncAlreadyHappened = false;
inSync = false;
lockInGui();
animationRunning = animDriver->isRunning();
start(); // Start the render thread...
wait();
unlockInGui();
// Animations will now be driven from the rendering thread.
if (animationTimer >= 0) {
killTimer(animationTimer);
animationTimer = -1;
}
}
void QQuickRenderThreadSingleContextWindowManager::stopRendering()
{
#ifdef THREAD_DEBUG
printf("GUI: stopping render thread\n");
#endif
lockInGui();
exhaustSyncEvent();
shouldExit = true;
if (isRenderBlocked) {
#ifdef THREAD_DEBUG
printf("GUI: waking up render thread\n");
#endif
wake();
}
while (!hasExited) {
#ifdef THREAD_DEBUG
printf("GUI: waiting for render thread to have exited..\n");
#endif
wait();
}
unlockInGui();
#ifdef THREAD_DEBUG
printf("GUI: waiting for render thread to terminate..\n");
#endif
// Actually wait for the thread to terminate. Otherwise we can delete it
// too early and crash.
QThread::wait();
#ifdef THREAD_DEBUG
printf("GUI: thread has terminated and we're all good..\n");
#endif
// Activate timer to keep animations running
if (animDriver->isRunning())
animationTimer = startTimer(1000/60);
}
QImage QQuickRenderThreadSingleContextWindowManager::grab(QQuickWindow *window)
{
if (!isRunning())
return QImage();
if (QThread::currentThread() != qApp->thread()) {
qWarning("QQuickWindow::grabFrameBuffer: can only be called from the GUI thread");
return QImage();
}
#ifdef THREAD_DEBUG
printf("GUI: doing a pixelwise grab..\n");
#endif
lockInGui();
exhaustSyncEvent();
windowToGrab = window;
while (isRunning() && windowToGrab) {
if (isRenderBlocked)
wake();
wait();
}
QImage grabbed = grabContent;
grabContent = QImage();
unlockInGui();
return grabbed;
}
void QQuickRenderThreadSingleContextWindowManager::handleDeferredUpdate()
{
#ifdef THREAD_DEBUG
printf("GUI: handling update to ourselves...\n");
#endif
isDeferredUpdatePosted = false;
lockInGui();
isExternalUpdatePending = true;
if (isRenderBlocked)
wake();
unlockInGui();
}
void QQuickRenderThreadSingleContextWindowManager::maybeUpdate(QQuickWindow *)
{
Q_ASSERT_X(QThread::currentThread() == QCoreApplication::instance()->thread() || inSync,
"QQuickWindow::update",
"Function can only be called from GUI thread or during QQuickItem::updatePaintNode()");
if (inSync) {
isExternalUpdatePending = true;
} else if (!isDeferredUpdatePosted) {
#ifdef THREAD_DEBUG
printf("GUI: posting update to ourselves...\n");
#endif
isDeferredUpdatePosted = true;
QCoreApplication::postEvent(this, new QEvent(QEvent_DeferredUpdate));
}
}
QT_END_NAMESPACE
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